135 lines
4.7 KiB
TypeScript
135 lines
4.7 KiB
TypeScript
import { PlayerAnimationDirections } from "./Animation";
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import type { GameScene } from "../Game/GameScene";
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import { ActiveEventList, UserInputEvent, UserInputManager } from "../UserInput/UserInputManager";
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import { Character } from "../Entity/Character";
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import type { RemotePlayer } from "../Entity/RemotePlayer";
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import { get } from "svelte/store";
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import { userMovingStore } from "../../Stores/GameStore";
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import { followStateStore, followRoleStore, followUsersStore } from "../../Stores/FollowStore";
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export const hasMovedEventName = "hasMoved";
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export const requestEmoteEventName = "requestEmote";
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export class Player extends Character {
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constructor(
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Scene: GameScene,
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x: number,
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y: number,
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name: string,
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texturesPromise: Promise<string[]>,
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direction: PlayerAnimationDirections,
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moving: boolean,
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private userInputManager: UserInputManager,
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companion: string | null,
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companionTexturePromise?: Promise<string>
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) {
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super(Scene, x, y, texturesPromise, name, direction, moving, 1, true, companion, companionTexturePromise);
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//the current player model should be push away by other players to prevent conflict
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this.getBody().setImmovable(false);
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}
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private inputStep(activeEvents: ActiveEventList, x: number, y: number) {
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// Process input events
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if (activeEvents.get(UserInputEvent.MoveUp)) {
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y = y - 1;
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} else if (activeEvents.get(UserInputEvent.MoveDown)) {
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y = y + 1;
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}
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if (activeEvents.get(UserInputEvent.MoveLeft)) {
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x = x - 1;
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} else if (activeEvents.get(UserInputEvent.MoveRight)) {
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x = x + 1;
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}
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// Compute movement deltas
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const followMode = get(followStateStore) !== "off";
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const speedup = activeEvents.get(UserInputEvent.SpeedUp) && !followMode ? 25 : 9;
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const moveAmount = speedup * 20;
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x = x * moveAmount;
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y = y * moveAmount;
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// Compute moving state
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const joystickMovement = activeEvents.get(UserInputEvent.JoystickMove);
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const moving = x !== 0 || y !== 0 || joystickMovement;
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// Compute direction
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let direction = this.lastDirection;
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if (moving && !joystickMovement) {
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if (Math.abs(x) > Math.abs(y)) {
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direction = x < 0 ? PlayerAnimationDirections.Left : PlayerAnimationDirections.Right;
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} else {
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direction = y < 0 ? PlayerAnimationDirections.Up : PlayerAnimationDirections.Down;
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}
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}
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// Send movement events
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const emit = () => this.emit(hasMovedEventName, { moving, direction, x: this.x, y: this.y });
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if (moving) {
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this.move(x, y);
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emit();
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} else if (get(userMovingStore)) {
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this.stop();
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emit();
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}
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// Update state
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userMovingStore.set(moving);
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}
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private computeFollowMovement(): number[] {
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// Find followed WOKA and abort following if we lost it
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const player = this.scene.MapPlayersByKey.get(get(followUsersStore)[0]);
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if (!player) {
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this.scene.connection?.emitFollowAbort();
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followStateStore.set("off");
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return [0, 0];
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}
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// Compute movement direction
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const xDistance = player.x - this.x;
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const yDistance = player.y - this.y;
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const distance = Math.pow(xDistance, 2) + Math.pow(yDistance, 2);
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if (distance < 2000) {
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return [0, 0];
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}
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const xMovement = xDistance / Math.sqrt(distance);
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const yMovement = yDistance / Math.sqrt(distance);
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return [xMovement, yMovement];
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}
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public moveUser(delta: number): void {
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const activeEvents = this.userInputManager.getEventListForGameTick();
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const state = get(followStateStore);
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const role = get(followRoleStore);
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if (activeEvents.get(UserInputEvent.Follow)) {
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if (state === "off" && this.scene.groups.size > 0) {
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this.sendFollowRequest();
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} else if (state === "active") {
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followStateStore.set("ending");
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}
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}
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let x = 0;
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let y = 0;
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if ((state === "active" || state === "ending") && role === "follower") {
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[x, y] = this.computeFollowMovement();
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}
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this.inputStep(activeEvents, x, y);
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}
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public sendFollowRequest() {
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this.scene.connection?.emitFollowRequest();
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followRoleStore.set("leader");
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followStateStore.set("active");
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}
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public startFollowing() {
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followStateStore.set("active");
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this.scene.connection?.emitFollowConfirmation();
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}
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}
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